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  1. - Top - End - #691
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    Default Re: Return to Return to Hoth

    The Imperial Officer orders the AT-DP to move. You should already know where.

    Rebel Turn
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  2. - Top - End - #692
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    Gralamin's Avatar

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    Default Re: Return to Return to Hoth

    Jarrod

    Forward Momentum trigger, gives a movement point to Jarrod, we will bank that for now

    J4X ACTIONS: Slicer's Upgrade the terminal, moving to H14 in the process

  3. - Top - End - #693
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    Default Re: Return to Return to Hoth

    • The door to the Interrogation Chamber is now unlocked.

    Turn continues
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  4. - Top - End - #694
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    Default Re: Return to Return to Hoth

    Jarrod will move over to C11 (using the 1 banked movement point in the process), punching the D11 trooper in the face.

    Choosing not to spend damage token.

    GY - (2d6)[4][4](8)
    B - (1d6)[1](1)

    Surges in next post

  5. - Top - End - #695
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    Default Re: Return to Return to Hoth

    2 damage, 2 surges vs 1 block

    Surge for +2 damage, that will kill him. Use the other surge to restore 1 strain.

    Balanced approach gives... nothing relevant

  6. - Top - End - #696
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    Default Re: Return to Return to Hoth

    Round End

    • Imperial player gains 4 Threat.
    • Declining optional deployment.

    Round 4 Begins
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  7. - Top - End - #697
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    Default Re: Return to Return to Hoth

    Use 2 movement actions to reach A4.

    Exhaust Leave No One Behind, move Ko-Tun to B8.

    So much was done!

  8. - Top - End - #698
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    Default Re: Return to Return to Hoth

    Stormtrooper fires on Jax.

    (BG)(2d6)[2][1](3)

    2nd to follow. If Jax is still up, vs. Jax, otherwise vs. Jarrod.

    (BG)(2d6)[4][3](7)
    (B)(1d6)[3](3)

    Jax is no more. Stormtroopers fall back to H11 and J9.

    Rebel Turn
    Last edited by afroakuma; 2018-02-23 at 09:54 PM.
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  9. - Top - End - #699
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    Default Re: Return to Return to Hoth

    Well, clearly we need to see whats in this room, cause THIS SURE LOOKS LIKE WE NEED TO ESCORT IT OUT.

    Ko-Tun
    Open the door, actions will continue afterwards.

  10. - Top - End - #700
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    Default Re: Return to Return to Hoth

    You open the door to see Benex sprawled out on an interrogation table, looking worn. A rumpled, scarred figure steps out of the shadows, leveling his gun on you. You aren't surprised - frankly, you were surprised not to run into the persistent bounty hunter again on Hoth, though perhaps now you know why.

    The General interrogating Benex turns to you - you recognize this man from Hoth as well. "At least we meet," he says, smirking. "I am General Sorin. I'm afraid there is no way you can possibly -"

    His taunt is cut off by a massive explosion. He ducks as the wall behind him blasts apart. You look outside to see the
    Phantom, weapons aimed squarely at where the wall used to be. Hera Syndulla's voice comes across your comms. "Your pilot's busy putting some TIEs through their paces," she says. "Leia said you could use a lift."

    • The wall between the Interrogation Chamber and the Entryway (F6-G9) does not block movement, line of sight, adjacency, or counting spaces.
    • Place the Rebel mission token on the yellow point.
    • Deploy the reserved General Sorin adjacent to the yellow point.
    • Deploy the reserved Dengar.
    • The Rebel mission token is Benex. A hero on or adjacent to Benex's tile can retrieve Benex.
    If a hero is carrying Benex and all heroes are on the clearing, the heroes depart, ending the mission.

    Turn continues
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  11. - Top - End - #701
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    RedWizardGuy

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    Default Re: Return to Return to Hoth

    Ko-Tun spends strain to Distribute Arms, giving herself and Jarrod a block token each, then shoots Sorin in the face.

    BG - (2d6)[6][5](11)
    B - (1d6)[6](6)

    More in next post.

  12. - Top - End - #702
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    Default Re: Return to Return to Hoth

    Personal Shield Generator

    Sorin would like Ko-Tun to know that he won't be so easy to deal with.
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  13. - Top - End - #703
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    RedWizardGuy

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    Default Re: Return to Return to Hoth

    Three damage versus one evade. Ko-Tun exhausts Inch By Inch to move Jarrod to D12 and herself to B9.

  14. - Top - End - #704
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    Default Re: Return to Return to Hoth

    Dengar sets his sights on Jarrod. No block token is being spent.

    (GY)(2d6)[2][6](8) +s
    (B)(1d6)[1](1)

    A glancing shot does little damage when Jarrod Parrys it, but is enough to Stun Jarrod.

    Rebel Turn
    Last edited by afroakuma; 2018-02-23 at 11:29 PM.
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  15. - Top - End - #705
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    Default Re: Return to Return to Hoth

    Drokkatta takes a second to catch her breath.

    Take 2 actions to double rest, healing a total of 3 strain and 5 hp.

    Deplete Emergency Injector on Gaarkhan

    Drokkatta now carries 2 damage token, full up from the previous round.

  16. - Top - End - #706
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    Default Re: Return to Return to Hoth

    Sorin orders the AT-DP to blast Ko-Tun with a Bombardment. I assume she uses a block token.

    (BRY)(3d6)[3][3][3](9) +1
    (B)(1d6)[1](1) +b

    ...not a single bloody surge. Alright, rerolling the yellow. I know Ko-Tun will reroll hers.

    (Y)(1d6)[3](3)
    (B)(1d6)[1](1)

    ...pppppants. Alright then, 5 damage to Ko-Tun.
    Last edited by afroakuma; 2018-02-25 at 12:58 AM.
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  17. - Top - End - #707
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    Default Re: Return to Return to Hoth

    Since Sorin can't hide from Gaarkhan if he decides to be Gaankhan the good General, I shall have him fire at Ko-Tun as well. I assume this one does not warrant a block token.

    (BY)(2d6)[5][1](6)
    (B)(1d6)[6](6)

    ...fish. Alright then, two more damage to Ko-Tun.

    Schmebels
    Last edited by afroakuma; 2018-02-25 at 01:00 AM.
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  18. - Top - End - #708
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    Default Re: Return to Return to Hoth

    Gaarkhan

    At 1 strain, 9 damage

    Charge (2 strain) to E6, attack Sorin's stupid face, expending Focus.

    RGG - (2d6)[6][4](10)
    B - (1d6)[6](6)

  19. - Top - End - #709
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    Default Re: Return to Return to Hoth

    Missed a green die due to a typo. Missing green die:

    G - (1d6)[6](6)

  20. - Top - End - #710
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    Default Re: Return to Return to Hoth

    7 damage kills the good General.

    Well then uh. I didn't expect to get it one swing.

    Considering my options, because I had expected to have to swing again....

  21. - Top - End - #711
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    Default Re: Return to Return to Hoth

    Rest, recovering 3 strain, 2 damage. Combat Logistics from Ko-Tun for a damage token.

    Wookie Fortitude gain a strain, recover 2 damage.

    End state
    Strain 2/5
    Damage 5/14
    Tokens 1 damage, 1 block.

    Block token is being saved for the AT-DP.

    Wookie Loyalty's MO is a bit more complex here, its job is to maximize the chance of requiring another big shot at me, or saving an ally adjacent to me. EG, I won't use it if I'm down to say, 3 health after the shot.


    Whoops, not focused.
    Last edited by Gralamin; 2018-02-25 at 01:38 AM.

  22. - Top - End - #712
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    Default Re: Return to Return to Hoth

    Okay, so a few things were screwed up, due to my brain mixing up what the Emergency Injector does.

    So, resolving what is still valid:

    First, I should start at 2 strain, not 1.

    The initial attack roll that shouldn't have been focused, is still a completely valid roll. From Above

    RG - (2d6)[6][4](10)
    B - (1d6)[6](6)

    That is still 5 damage, bringing Sorin down to 1.

    Instead of resting with my second action, I just get to hit him in the face again.

    RG - (2d6)[2][3](5)
    B - (1d6)[5](5)

  23. - Top - End - #713
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    Default Re: Return to Return to Hoth

    4 damage vs 3 block, does the other 1 damage I needed, killing him.

    Wookie Fortitude to recover 2 health.

    End Status
    Strain 5/5
    Health 7 / 14

    Block token is still reserved for the AT-DP.
    Wookie Loyalty is again to be used only to try and force the AT-DP to hit me again, or if an ally needs it.

  24. - Top - End - #714
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    Default Re: Return to Return to Hoth

    The AT-DP attacks Ko-Tun.

    Explosive Munitions
    Heavy Firepower

    (BR)(2d6)[3][5](8) +4
    (B)(1d6)[5](5) +b

    Spoiler: Rerolls
    Show
    (1d6)[6](6)
    (1d6)[4](4)
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  25. - Top - End - #715
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    Default Re: Return to Return to Hoth

    ...welp

    Despite the fact that Ko-Tun has been laminated with neutronium, that's still 9 damage to 4 block and she lacks any tool to make that go up.

    High-Value Target

    • Imperial player gains 4 Threat.

    The AT-DP will set its sights on Gaarkhan.

    (BRY)(3d6)[1][2][2](5) +1
    (B)(1d6)[1](1) +b

    Well that's no fun. Rerolling the blue, and I expect Gaarkhan will reroll his defense:

    (mine)(1d6)[5](5)
    (yours)(1d6)[1](1)
    Last edited by afroakuma; 2018-02-25 at 08:55 AM.
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  26. - Top - End - #716
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    Default Re: Return to Return to Hoth

    Rage

    Gaarkhan uses Wookiee Loyalty to survive by the skin of his teeth.

    Also, Gaarkhan has an ability called Rage that activates and he's Focused or whatever.

    J-Rod
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  27. - Top - End - #717
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    Default Re: Return to Return to Hoth

    Jarrod Kelvin

    Non-Action: Gain 1 movement point from FORWARD MOMENTUM. Banking this for now.

    Action 1: DISCARD STUN.

    Action 2: REST, recovering 4 STRAIN and 1 DAMAGE.

    Non-Action: Move to E12.

    Non-Action: Suffer 2 STRAIN to activate DROID MASTERY. Deploy JAX to F13/

    End of Activation: Gain 1 MOVEMENT POINT from BALANCED APPROACH. Move to F12.

    Jax readies and activates.

    Jax Actions 1 & 2: Activate SLICER'S UPGRADES. Move to G14 and claim the CRATE.


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  28. - Top - End - #718
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    Default Re: Return to Return to Hoth

    Jax retrieves an Emergency Medpac from the supplies in the medical bay.
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  29. - Top - End - #719
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    Default Re: Return to Return to Hoth

    The Officer advances, commanding the walker to retreat to cut off access to the clearing.

    The Snowtrooper uses the opening to fire on Gaarkhan.

    (BG)(2d6)[3][2](5)
    (B)(1d6)[3](3)
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  30. - Top - End - #720
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    Default Re: Return to Return to Hoth

    Round End

    Sorin retreats, calling for his troopers.

    • Imperial player gains 4 Threat.
    • Deploying Elite Stormtroopers for 9 Threat.
    • Reinforcing Snowtroopers for 4 Threat.

    Round 5 Begins
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